11
Dec
09

Twilight

In my last post I covered the basic attribute bonuses the Pilgrim has.  Now I’d like to delve a little deeper into the ships structure and slot layout.

The Pilgrim has the following slot layout:

High Slot  4 (3 turret hard points)

Mid Slot 5

Low Slot 5

2 Rig slots (400 calibration)

High Slots are pretty minimal but typical for this class of ship.  Bearing in mind that you will almost certainly want to fit a covert ops II cloak this will leave just 3 remaining high slots.  Luckily the Pilgrim’s damage is primarily provided by its drones so those high slots immediately free themselves for other modules rather than turrets.

Typically the Pilgrim fits a combination of energy neuts or nos in its high slot configuration.  Ideally you’ll want to be using Medium sized neuts or nos here if your skills and available power grid allows.  Not fitting either means you are not making best use of the Pilgrims bonus to these energy systems (&  I’ll cover these in more detail in a future blog).  However there are other considerations, not least among them the fitting of a covert cyno, which quickly makes space in this area at a premium.

Mid slot wise the Pilgrim gets a healthy 5 slot allocation, which is pretty good for an Amarr cruiser hull.  As with the nos/neuts for high slots you’re missing out if you dont use up at least some of these slots with Tracking Disruptors.  Whilst the Pilgrim can achieve a very decent armor tank TD’s go a long way to eliminating or mitigating against a great deal of turret based damage.  In pvp terms a propulsion module (Micro Warp Drive / Afterburner), Stasis Webbifier and Warp Disruptor / Warp Scrambler are all near necessities.  Personally I prefer an AB, and warp scrambler and sacrifice fitting a web although this is a difficult choice.

Finally the Pilgrims Low Slot allocation of 5 slots offers the potential to achieve a strong armor tank.  Fitting options are varied but generally fall into the active vs passive tank themes.  Fitting one, or more, medium armor repairers (MAR)  means the Pilgrim can sustain a good amount of incoming damage and maximise the use of any nosferatu (energy vampires) fitted.  MARs also allow you to repair any armor damage subsequent to a battle which can be a key consideration if you are operating in .0 or without easy access to a station or a friendly ship with remote armor repairers.

That said MARs consume significant amounts of cap, and their usefulness is degraded if your fit is ‘neut heavy’ or you’re up against another energy neutralizing ship.  Thankfully the Pilgrim has a good amount of Power Grid available (base 950MW) which means fitting a strong buffer tank through the use of 800mm or 1600mm plates is still an option.

As a Tech 2 Hull the Pilgrim is granted just 2 rig slots and 400 calibration points.  How, and if you utilise rigs, is a big question and can significantly effect the overall performance of your ship.  Prior to Apocrypha rigs only came in 1 size and tended to be on the pricey side.  Thankfully Tech 1 medium rigs are now available and are far more ‘wallet friendly’ meaning a pilot on even a moderate budget can stretch his Pilgrim’s performance.  

I shall look at rig slot options in a later post but if you’re a new Pilgrim pilot and struggling to cram on even half of the potential modules discussed so far Ancillary Current Router Is offer a quick way to expand that precious PGU that little bit further.

Until next time, cloak up!

C.

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